26

Re: [MOD] OpenFNG (updated and maintained again)

fisted can you create a dummy like Shahan did for iDDrace mod? (http://iddrace.ipod-clan.com/)

27

Re: [MOD] OpenFNG (updated and maintained again)

Maybe you could use dbg_dummies 1 (server needs to be compiled with the debug option)

28

Re: [MOD] OpenFNG (updated and maintained again)

heinrich5991 wrote:

Maybe you could use dbg_dummies 1 (server needs to be compiled with the debug option)

Isn't this crashing the server?

29

Re: [MOD] OpenFNG (updated and maintained again)

Not if done properly. tongue

Has to be set at startup afaik

30

Re: [MOD] OpenFNG (updated and maintained again)

hi i have a problem well i create a folder and inside of the folder i create the maps folder i put the 6 maps in than folder i the main folder i put the config and the exe but the server dosent appear in my lan games i miss something
PD sorry for my english

31

Re: [MOD] OpenFNG (updated and maintained again)

I hope that I understood, what you want.

In your "main folder" there have to be the config/autoexec (whatever) and the exe.
Create a folder in that "main folder" named "data" and create a folder in data named "maps".

You only forgot one folder wink

32

Re: [MOD] OpenFNG (updated and maintained again)

hey i have a problem i use the exe the appears in description and the config too i just change a few things like server name port motd rcon well the problem its that the servers goes down each and every day i dont have access to the host pc to get up every time can u help me?
pd sorry for my english

33

Re: [MOD] OpenFNG (updated and maintained again)

OmgitsMe!! wrote:

hey i have a problem i use the exe the appears in description and the config too i just change a few things like server name port motd rcon well the problem its that the servers goes down each and every day i dont have access to the host pc to get up every time can u help me?
pd sorry for my english

Omgistme, openfng is pretty buggy and a few things crash it, such as voting a restart, or the map rotation variable.

You're only sure bet is, depending on the operation system, to use an auto-restart software.

I use restart-on-crash v1.1 combined with the Windows registry fix: http://www.raymond.cc/blog/archives/200 … rver-2008/

34

Re: [MOD] OpenFNG (updated and maintained again)

ohhhh nice idea tank you yvery much xD

35 (edited by Super Dude 2011-12-10 23:29:27)

Re: [MOD] OpenFNG (updated and maintained again)

how do i get this mod for windows i cant find a link D: and thank you

~Super

36

Re: [MOD] OpenFNG (updated and maintained again)

Super Dude wrote:

how do i get this mod for windows i cant find a link D: and thank you

Here's the server executable for Windows-based machines: https://github.com/fisted/teeworlds/blo … win32d.exe

37

Re: [MOD] OpenFNG (updated and maintained again)

when  i try to download it wont let me it says copy to clipboard so i clicked it and nothing happend pls help me

~Super

38

Re: [MOD] OpenFNG (updated and maintained again)

Try this link instead

https://github.com/fisted/teeworlds/raw … win32d.exe

39

Re: [MOD] OpenFNG (updated and maintained again)

i have some problem i start server say this 0.6
i to enter the game and i didnt see in lan
help pls

40

Re: [MOD] OpenFNG (updated and maintained again)

fisted,

thank you for your hard work with the FNG project. It's been like a year or so since I've stopped playing teeworlds and it makes me happy that FNG is still alive. It was my favorite mod. maybe one day I will come back and play and wait for everyone to call me a bot again (I never used a bot with this mod, I loved it too much to ruin the fun for everyone)

The Anomaly

41 (edited by IcyPRO 2012-04-12 19:20:26)

Re: [MOD] OpenFNG (updated and maintained again)

Hi,
I'm Icy, creator of most Fng maps and I'm glad that you ported Fng to 0.6.1 and made it open to everyone, but as a true fan of Fng I really miss some features...

- I really liked the good old Thunderbird - the fact it was random was the fun thing about it. I enjoyed those funny situations when you heard that scary sound coming from the pit and then you run for your life. xD ..or just being that Thunderbird was just awesome by itself! I would be really thankful if you would add this feature as an optional, which could be turned on in cfg file. (maybe it would need a little fix like this one - as it increases on speed, it should increase on range of killing too, starting from zero range up to some capped range - not too big, not too small (speed should be capped too) = if you could make this happen, that would be awesome).
- Another thing I really miss is the ticking, it kinda makes me happier and gave me the feeling of the game being ALIVE. I don't know how to explain it more clearly, but I just miss the ticking. It wasn't annoying at all. (also could be optional)
- And the third thing I miss is the repetitive hammer - without it, good old hammer parties are just dead. And they were great. Also some physics are different = for example, now if you stand right on an enemy Tee, you can't hammer him to the sides even if you aim that way. Plus, by this repetitive hammer players are able to do much more epic stuff... (it would be great if this was optional in settings file too)

Anyway - I enjoy your new features in OpenFNG mod - like score for sacrificing Tees or those plasma banners for displaying scores. Great additions, really...

So, if you ever read this, I just want you to know, that if you add these thing for me, you'll make me one of happiest guys on the Earth. smile
~ Icy

42

Re: [MOD] OpenFNG (updated and maintained again)

fisted answered many of these feature requests on openfng's github page

43 (edited by IcyPRO 2012-04-12 21:07:43)

Re: [MOD] OpenFNG (updated and maintained again)

Broken wrote:

fisted answered many of these feature requests on openfng's github page

If those were some whiny requests no wonder he didn't care...

44

Re: [MOD] OpenFNG (updated and maintained again)

I'm not so sure. At first I thought the lack of thunderbird was bad but now when I think of it I think it's actually a good thing. Keeps the game simple (K.I.S.S.).

But I guess the ticking should make a comeback (with an option to turn it on/off).

P.S. Have you noticed that a lot of popular gametypes are simple? (CTF,zCatch,openFNG...) It seems what attracts the players is either simplicity or the exact opposite-craziness.

Once in a century...

45 (edited by Broken 2012-04-13 00:46:24)

Re: [MOD] OpenFNG (updated and maintained again)

IcyPRO wrote:
Broken wrote:

fisted answered many of these feature requests on openfng's github page

If those were some whiny requests no wonder he didn't care...

i sent you a PM btw (and i posted on there in a similar fashion to you, i only wrote because i doubt fisted wants or has the time to repost all his/her ideas)

46

Re: [MOD] OpenFNG (updated and maintained again)

Cant compile latest sources under x86_64 linux for a reason:

../bam/bam server_release

[41/71] #2 c++ src/game/server/gamecontroller.cpp
src/game/server/gamecontroller.cpp: «void IGameController::CycleMap()»:
src/game/server/gamecontroller.cpp:316:1: error: a function-definition is not allowed here before «{» token
src/game/server/gamecontroller.cpp:749:1: error: expected «}» at end of input
bam: 'c++ src/game/server/gamecontroller.cpp' error 256
[42/71] #2 c++ src/game/server/player.cpp
[43/71] #1 c++ src/game/server/gamemodes/openfng.cpp
In file included from src/game/server/gamemodes/openfng.cpp:8:0:
src/engine/server/server.h:64:27: error: invalid use of incomplete type «class CNetBan»
In file included from src/engine/server/server.h:12:0,
                 from src/game/server/gamemodes/openfng.cpp:8:
src/engine/shared/network.h:252:8: error: forward declaration of «class CNetBan»
In file included from src/game/server/gamemodes/openfng.cpp:8:0:
src/engine/server/server.h:76:21: error: «CNetRange»
src/engine/server/server.h:76:32: error: ISO C++ is not allow «pRange» without type [-fpermissive]
src/game/server/gamemodes/openfng.cpp: «void CGameControllerOpenFNG::DoRagequit()»:
src/game/server/gamemodes/openfng.cpp:243:26: error: «class CServer» has no member named «BanAdd»
bam: 'c++ src/game/server/gamemodes/openfng.cpp' error 256

But for example, compiling ddrace is just fine. Maybe someone just have latest binary for x86_64?

47

Re: [MOD] OpenFNG (updated and maintained again)

Guys when I try to run this mod I get this error

-su: ./openfng_srv_linux32d: Permission denied

I am using ubuntu 64bit.

I run the server from this command ./openfng_srv_linux32d -f openfng.cfg

What am I missing

48

Re: [MOD] OpenFNG (updated and maintained again)

You're missing a chmod 777.

Not Luck, Just Magic.

49

Re: [MOD] OpenFNG (updated and maintained again)

thanx did that now I get

-su: ./openfng_srv_linux32d: No such file or directory

50

Re: [MOD] OpenFNG (updated and maintained again)

You have no 32bit librarys or the file doesn't exist.
If you have a 64bit system then get the 64bit executable or install the 32bit librarys with apt-get install ia32-libs